Contents

Introduction

Hilda is a shooting character who fights so that the opponent won't get close to her. She has long ranged disjointed-normals with good priority and she can attack with various tools: shooting her Skewer from either ground or air, using charged 5C and Fallen Pain as overhead moves, or aim low with Revenance Pillar. Restrain the opponent with Fallen Pain, or raise the opponent airborne with Revenance Pillar and combo from it using moves like Interference. She has various tools for okizeme, like Condense Gloom.

However, Hilda's tools of used carelessly can easily render her to be quite easy to beat out, as she is very space dependent. Not being mindful of how Hilda's tools work outside of their intended range can easily leave foes to expose her gaps and punish her effectively, especially for some of her traps if set too close and past her opponent. Hilda despite her powerful zoning control requires much precision to maintain her neutral game with, and cannot afford to be too willy-nilly with her options.

Move List

Normal Moves

Input

Damage

Guard

Cancel

Crouch/Stand

Hilda's 5A has better reach than the other character's 5A moves.

Input

Damage

Guard

Cancel

Crouch

Kick which can be repeated. Has a decent reach.

Input

Damage

Guard

Cancel

Crouch/Stand

Starting move of many combos. Has a decent reach.

Input

Damage

Guard

Cancel

Crouch/Stand

Useful move with a lot of reach. Has no hitbox right before Hilda, so be careful.

Input

Damage

Guard

Cancel

Dash

Crouch/Stand

Multihitting move about one character space away from Hilda.

Input

Damage

Guard

Cancel

(Hold to charge)

(Crouch)/Stand

Weird bunch of blades appear in the air. Move gets a bigger hitbox, forces the opponent down and becomes an overhead when charged. Used as an anti-aerial and combo filler.

Input

Damage

Guard

Cancel

Crouch/Stand

Has a reach which covers 2/3 of the screen. Has no hitbox before Hilda for about the space of a two characters.

Input

Damage

Guard

Cancel

Dash

Crouch/Stand

Same move as Dash B, but with a hitbox of about the space of a four characters.

Input

Damage

Guard

Cancel

j.

Stand

Hits slightly downwards with a sword. Has a fast start-up but bad hitbox.

Input

Damage

Guard

Cancel

j.

Stand

Horizontal attack with a long reach. Has hitbox both up and down, so it's pretty useful.

Input

Damage

Guard

Cancel

j. (Hold to charge)

Stand

Slashes obliquely downwards, Charging increases the hitbox and makes the move blow the opponent towards the edge of screen.

Throw

Input

Damage

Guard

Cancel

+

Unleashes a burst of dark energy. Impossible to continue the combo.

Force Function

Input

English Name

Japanese Name

Damage

Guard

Cancel

+ (Hold to charge)

Tri-Furket

トライファーケット

Crouch/Stand

SP/EX

Jumps to the air and slashes upwards with three swords with huge hitbox. Slams the opponent and causes wall bounce.

Command Normals/Unique Arts

Input

Damage

Guard

Cancel

Crouch/Stand

Small reach and fast start-up. Used to raise the opponent airborne. Has some head invincibility, so works for anti-aerial.

Input

Damage

Guard

Cancel

>

Crouch/Stand

Additional move. Appears at the same place as the first 5C. Pulls the opponent towards Hilda.

Input

Damage

Guard

Cancel

>

Additional move. Keeps the opponent airborne longer, making it easier to continue with the combo.

Input

Damage

Guard

Cancel

Crouch/Stand

Appears in the air. Only used as a combo filler.

Input

Damage

Guard

Cancel

j. >

Stand

Additional move. Slashes upwards. Use this after 3B.

Input

Damage

Guard

Cancel

j.

Crouch/Stand

Hilda surfs towards the ground on one of her swords. Pretty safe move even if guarded.

Special Moves/Sure-Killing Arts

Input

English Name

Japanese Name

Damage

Guard

Cancel

//Air OK

Skewer

スキューア

Crouch/Stand

Thrusts 3 swords horizontally over the screen. Fast start-up.

Input

English Name

Japanese Name

Damage

Guard

Cancel

//

Interference

インタフェアランス

Crouch/Stand

A huge spiral-shaped sword appears. A version appears before Hilda, B version behind the opponent. Causes wall bounce on hit, making it easy to continue the combo.

Input

English Name

Japanese Name

Damage

Guard

Cancel

//Air OK

Condense Gloom

コンデンスグルーム

Crouch/Stand

Sets a black sphere from above and after a certain amount of time has passed, little swords rain down from the sphere. Place where the sphere is set can be adjusted by holding wither back or forward after inputting the command for move. Sphere disappears if Hilda takes a hit.

Input

English Name

Japanese Name

Damage

Guard

Cancel

//

Dismal Sign

ディズマルサイン

Teleports behind the opponent. A version appears in the air behind the opponent, B version appears a bit higher in the air behind the opponent and the C version appears right above the opponent.

Input

English Name

Japanese Name

Damage

Guard

Cancel

Hold down and release //

Fallen Pain

フォールンペイン

Hilda drops a large lynchpin right from the sky. Lynchpin's size depend on how long the button was hold down. A version falls about 2 characters away from Hilda, B version 4 characters away and C version 6 characters away.

Input

English Name

Japanese Name

Damage

Guard

Cancel

//

Revenance Pillar

レバナンスピラー

A sword stabs up from the ground. Rises the opponent airborne on hit. A version comes close to Hilda, B version comes from the other side of the screen, and EX version searches and appears where the opponent is.

Input

English Name

Japanese Name

Damage

Guard

Cancel

Anti-Dispersive

アンチディスパーシヴ

Shoots 6 swords which do not disappear even if Hilda sustains damage.

Input

English Name

Japanese Name

Damage

Guard

Cancel

j.

Nail Torrent

ネールトーレント

Countless swords rain down to the ground, but the move doesn't cover the whole screen.

Infinite Worth

Input

English Name

Japanese Name

Damage

Guard

Cancel

Impalement

インペイルメント

If the attack connects, the opponent will rise into the air and assaulted by countless swords as Hilda laughs heartlessly.

Infinite Worth EXS

Input

English Name

Japanese Name

Damage

Guard

Cancel

+++

In the Darkness

イン・ザ・ダークネス

3710

Usable only when your own health is under 30 %

Starts with a purple pillar of light. If it hits, a special animation will be shown and around 3500 damage is dealt. Use of the move will cause GRD Break, except if the user is in a Vorpal state before using it. If used within a combo, damage of the move is greatly reduced.

Animaton - The opponent is assaulted with swords. During this time, Hilda absorbs a ton of dark energy, shrouding the area in darkness and attacks the opponent with giant swords while she yells out the attack's name.

Combos

Basic Combos

2A>5B>2B>2C>623A>22C

5B>2B>2CC>623A>(Hold down B button)>3C>3C>Release B>Charged 5C

3B>Charged j.C>5B>5CC>623A

* Hilda's special "Fallen Pain" (Charge and release A/B/C) is referred as a "Lynchpin" in these notes.